QUOTE (Shemhazai @ Sep 19 2013, 06:11 AM)
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2: Of course you need half the Force.
3: I was thinking a spike on a set of brass knuckles that can be screwed on and off. Anyway it's not important. Maybe the end of a fighting stick or something.
5: I would try to surpass those assumptions to almost always get 8 hits, or choose Force 14 or 15. Net hits are vital.
6: I would surpass that drain pool in various ways. I might even pick the Quick Healer quality for 3 Karma at chargen and raise Body. Drain is less if I have to go for Force 14 or 15.
7: I would expect even fewer than 20 dice, but it would be nice to have that many. Let's say 18. I hope to be able to hit with an non-damaging attack and then hope to beat their Reaction + Initiative, which could be as much as 20 dice, or 21 with Exceptional Attribute, and more if they are blocking, parrying, on full defense or by any number of modifiers. There will be people I simply can not hit, so I would need another strategy. If I hit, then what that will do is give high damage along with high AP (14-16, depending on Force). I think this would be a one hit knockout against many kinds of enemies.
As a side note, the Increase Reflexes spell needs 8 hits to get the maximum +4 dice. Having a Magic of 8 will let that work with Stun drain too.
Are we talking about a starting character? If not, all good.
If so, you are going to have a limited amount of attributes/karma to do this, so for 6, how exactly are you increasing that drain pool? Assuming you are human, and a Shamanic tradition if you have a 6 Willpower, then you can only have a 5 Charisma (since you can't start with two stats at natural maximum), which also means you can have only a 5 Body as well. If you want to cast something at Force 14, you need a Magic of 7, which means Exceptional Attribute, which means 14 of your 25 karma. If you want to speed up your healing time, Quick Healer helps, as does the proper Mentor Spirit - but that will mean you aren't getting a Mentor Spirit buff to your Alchemy test, but again, unless you add cyberware, which will reduce your Magic, you can only have a Body of 5. (and this also eats up 13 of your attribute points).
If you are planning on having a Magic of 8, remember that means you are going to have to get a minimum of 53 karma (on top of the 14 for EA)
Now, given all of that, you are still talking about a pretty decent attack (since for some reason Punch, Clout, and Blast are considered Indirect) - but it can only be done once or twice a day.
The downside of alchemy - if you are an Aspected Alchemist, that is - is that your ability only helps if you have time to prepare for it - so, runs that are time sensitive, for example, prevent you from having all your preparations done.
Fueldrop is correct though, you are better off with using Alchemy for Buffs, which usually require a lower force, which then means lower drain, less time to make the preparation, and less time to heal any drain, which means more preparations in less time. They will sustain themselves for a number of minutes equal to the force, which is good certainly for the duration of combat.
Personally, and this is just me, but an Cover Ops/Infiltration Expert built as Attributes/Skills/Resources/Magic/Race would be a cool niche character to play (and one of the few times I would play an Aspected Magician).
Grab 2 points of Cyberware and bioware and then 5 karma to bring your Magic attribute up to 1, and then use Alchemy for buffs/distractions and do damage with weapons. Cast most of your preps at force 2, so they take 2 minutes to make, do almost no drain, and use reagents to increase the limit so you can get a higher potency.
Great examples include:
Clairaudience/Clairvoyance
Mindlink
Heal
Increase Reflexes (remember that this stacks with other spells/ware - you just can exceed 5d6 - so one piece of cyberware you get with your money could be Synaptic 1)
Resist Pain
Stabilize
Trid Entertainment (for distractions)
Armor
Levitate
Magic Fingers
Mana/Physical Barrier
Shadow